Cruise control no longer affects nor is effected by turning, strafing, or elevation changes.

Exit control functions imediately now and no longer needs to be held to register the keystroke.

Inverted left and right turning controls when traveling backwards for more intuitive control.

Version 1.9.7

Coming Soon, changes listed here for tracking purposes.

Added Water collision awareness to stop decent if the ship reaches the relative waterplane for the given cell.

Corrected an issue with the MCM which was interfering with the MCM reflecting camera selections made with the camera toggle key during flight.

Corrected a model issue which was causing the downward and upward movement to have unintended shaking which was interfering with movable on deck mode and other flight engine scripts.

Added limited forward collision detection system as proof of concept, will require further development.

Corrected a papyrus error which was delaying flight initiation.

Updated follower script to adapt to the needed condition and supmmon the follower only as many times as needed for the location conditions.

Corrected issue with fast travel restrictions. (Traveling away from the ship while if flight via fast travel, teleport or any number of mod added methods will break the scripts and potentially crash the game, don't do it. ALWAYS Stop the ship first!)

Corrected system crashing if transported away from the ship while in movable on deck mode, still.... don't do it. (Attached to ship mode will put you back on the deck as the system won't be able to transport the actual actor body.)

End Flight / Exit Key now works instantly on keystroke rather than the update sequence with the flight controls. Added notification on pressing the exit key to alert the activation of the command.

Version 1.9.6

Modified flight stability checks to be less agressive will now need 6 consecutive updates to take 3 seconds or longer to cycle for flight to cease. (other conditions may still apply, distance from the ship, player death, activation errors)

Modified follower scripts to ensure the follower will land where intended. (may see up to 6 updates of the follower depending on conditions)

Corrected asset handling for both lighting and ladder previously visable assets after cell reload should no longer be visable in any condtions.

Added modified oilbarrelopen NIF file to correct an issue which caused the barrel to have clutter behavior despite static settings in the creation kit.

Corrected an issue with Script sequence which was preventing the beacon and reset ship alignment functions from completing.

Version 1.8.89

Corrected script issue where not all assets where changing properly when selecting a different hull type in mcm.

Corrected an issue which caused pixilated shadows for some users.

Modified lights in full cabin and added some different lighting techniques.

Version 1.8.88

Corrected script errors in sorting system (Overburdening the system will show freeze stacks in Papyrus if you have too large of a collection be aware the full sort and retrieval lever will likely cause papyrus logs to explode)

Corrected some issues with beacon summoning of the ship which caused some Papyrus errors (no effect on gameplay or ship functionality.)

Refined scripts to help ensure minimal script induced issues durring use. (Tested primarily on New save, advise clean save if you have any unforseen issues)

Version 1.8.87

Merged Previous hotfix files into main archive.

Version 1.8.86.1

Corrected for a script issue potentially disabling the player AI inadvertantly.

Version 1.8.85

Corrected issue with Plank which interfered with intentional functionality.

Moderate changes to interior lighting, may flicker, will be fully redesigned later.

Version 1.8.82

Corrected for unintended sounds in original and Alternate Interiors by changing acoustic space.

Attempted to correct for an issue which was affecting a user and seeing the beacons fail after a couple of in-game days in another world space by setting them and their corrisponding light effects to player owned upon creation.

Reminder: Users should be following the bug reporting steps to provide accurate information on their issues.

Version 1.8.52

Corrected a standing issue that porevented use of the beacon system in the Original and alternate versions of the interior.

Version 1.8.9

Added SKSE and Payrus validation system to help ensure flight and game stability.

Corrected several minor issues and bugs

Version 1.8.8

Corrected an issue which, when using animated models for the trap doors would leave them in an open state after traveling via the interior maps.

Corrected a potential conflict which could cause fast travel to become perminantly disabled.

Corrected an issue which prevented proper functionality of the reset feature of the mcm menu.

Added height limit and estimated current reading when using the rope ladder to give a basic reference on how much adjustment might be needed.

Slight increase to the length of the rope ladder and added dynamic placement to allow layerd collisions to be referenced such as platforms and single layer boulders.

Significantly increased accuracy of the rope ladder system when determining distance to the ground.

Cleaned mod with tes5edit to remove any duplicate entries created during development.

Traveling between worldspaces via the interior maps will place you on the deck of the ship, some script delays may have you appear at the beacon briefly before moving to the wheel.

Refined several script functions to alleviate some potential internal conflicts which should lessen script delays if any were experienced (that were not intentional)

All functions and features of all three internal and external models verified in working order, beacon travel system tested with Skyrim, Solstheim, Falskaar, and Wyrmstooth.

Version 1.8.7.53

Corrected an issue which prevented the MCM menu from populating after a 'clean' save without the mod installed where it had been previously.

Version 1.8.7.5

Corrected an issue in the Map script that caused significant errors when moving the ship to Falskaar.

Modified beacon markers to remove the numerical end in their name as that was for testing and was not intended in deployed mod.

Modified the order of the markers for the beacon system to correctly reflect the assignments in the script.

Re-named sorting scripts to reflect uniformed capitalization of the Mod.

Version 1.8.7.4

Corrected issue with Manniquin Sandbox status where some followers would see the manniquin as a hostile creature when sandboxing away from player view.

Corrected erronious flag which made the invisible object used for determining height for the rope ladder appear in the leveled list when added from an external source, those additions such as sum or spike may need to be renewed to apply this correction.

Modified MCM script slightly to make ship model changes more consistant and smooth. There should no longer be a flash of no modle during the change state. (primarily when changing to Original model)

All previous changes carried into this version.

Version 1.8.7.2

Model corrections from Patch 1.8.7.1 carried over (corrected Model state which caused a CK crash)

Corrected Texture path on Cannonballs (Armed Version)

Corrected Nav Mesh Bounds in Initial cells. (allows npc's to move more freely around on the stairs.)

Corrected Faces on Dark version to fix inverted shadows.

Version 1.8.7

Added Knot meshes to ropes

corrected multiple UV maps

Included all fixes relevent to 1.8.6

Version 1.8.6

Included HotFix changes to 1.8.53 (Corrected placement of some walls and adjusted settings on leather containers. Modification to engine room including adjustment to smelter to remove steam venting into the library.)

Overhauled UV's aover the entire ship mesh. The textures should appear more pleasingly to look at.

Reduced polygon count bay more than 50% on the complete armed model the impact of these changes will very depending on which hull is used.

Slide fix switch requires both the fix toggle and movable on deck to operate reducing script load in attached to ship mode.

Version 1.6.3

Added functions to reduce sliding in movable on deck mode.

Included Lighting adjustments from a previous addition

Reworked ship collisions for a slightly more accurate collision system.

Version 1.6.2

Refined Models and UV maps on Bore and gear shield meshes for all cannons on armed version.

Revised travel script to work better across all versions.

Armed version requires new main script, new save advised.

Revised armed version cannon scripts, should no longer see cannonballs dropping.

Heavily cleaned all versions with tes5edit, new save suggested

Version 1.6.1

repaired multiple script errors and optimized scripts

adjusted slider settings they had accidentally been set to maximum as default

corrected several papyrus errors being reported in the papyrus log

modified mesh system to better prepare for addition of the armed version to the installer

Version 1.6

hopefully resolved the issue where vampire characters were recieving damage in the full interior during daylight hours.

improved travel system scripts to maintain proper orientation when arriving at the destination.

Altered npc gear to be more balanced for the average level of obtaining the ship, and toughened up the last npc a little to make them a little less of a pushover.

implimented forzanes new nav meshes which will make the full interior and initial obtaining more follower friendly.

added water to the tubs in the full interior.

made the full interior use a dynamic texture change for either hull version (original version needed a different frame texture to make this work, sorry folks)

Older changes may be found on the Dev Aveza Google Site.

Reworked the Full interior, if updating please remove all items from the interior and save prior to updating.

Implimented a collision workaround to enable actors to remain on deck in the attached to ship mode.

Removed the old book interface, the mod contorls will be done entirely in the MCM menu from here on out.

improved the flight scripts with NoxyGame's modifications to resolve some minor situationally dependant flight stuttering for the ship. (this does not directly effect the player stuttering in the movable on deck mode as that is another issue.)